/******************************************************************************* * Copyright (c) 2015 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ package jsettlers.logic.movable.strategies.soldiers; import jsettlers.common.movable.EMovableAction; import jsettlers.common.movable.EMovableType; import jsettlers.common.movable.ESoldierClass; import jsettlers.common.position.ShortPoint2D; import jsettlers.logic.constants.Constants; import jsettlers.logic.movable.Movable; import jsettlers.logic.movable.interfaces.IAttackable; /** * Strategy of a bowman. * * @author Andreas Eberle * */ public final class BowmanStrategy extends SoldierStrategy { private static final long serialVersionUID = 7062243467280721040L; private static final float BOWMAN_ATTACK_DURATION = 1.2f; public BowmanStrategy(Movable movable, EMovableType movableType) { super(movable, movableType); } @Override public final ESoldierClass getSoldierClass() { return ESoldierClass.BOWMAN; } @Override protected boolean isEnemyAttackable(IAttackable enemy, boolean isInTower) { ShortPoint2D pos = getAttackPosition(); ShortPoint2D enemyPos = enemy.getPos(); int distance = pos.getOnGridDistTo(enemyPos); if (isInTower) { return Constants.BOWMAN_MIN_ATTACK_DISTANCE <= distance && distance <= Constants.BOWMAN_IN_TOWER_ATTACK_RADIUS; } else { return Constants.BOWMAN_MIN_ATTACK_DISTANCE <= distance && distance <= Constants.BOWMAN_ATTACK_RADIUS; } } @Override protected void startAttackAnimation(IAttackable enemy) { super.playAction(EMovableAction.ACTION1, BOWMAN_ATTACK_DURATION); super.getGrid().addArrowObject(enemy.getPos(), movable.getPos(), movable.getPlayer().playerId, getMovableType().getStrength() * getCombatStrength()); } @Override protected void hitEnemy(IAttackable enemy) { } @Override protected short getMaxSearchDistance(boolean isInTower) { return isInTower ? Constants.TOWER_SEARCH_RADIUS : Constants.SOLDIER_SEARCH_RADIUS; } @Override protected short getMinSearchDistance() { return Constants.BOWMAN_MIN_ATTACK_DISTANCE; } }